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Everything posted by Enceos
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Placing a kerbal in a certain IVA seat
Enceos replied to Drew Kerman's topic in KSP1 Gameplay Questions and Tutorials
Nice find Gaiiden! -
KSP Version: v0.90.0 Windows 32bit What Happens: After spending too much time in VAB trying on different parts the game crashes when I try to launch the vessel or exit VAB. Mods installed: (probably too many) Output_log: https://www.dropbox.com/s/0e620scmpjbd0ph/output_log.rar?dl=0 Output_log2: https://www.dropbox.com/s/hjbh2wh7nba30om/output_log2.rar?dl=0 Second log with crashes while I'm flying. Mods all installed during last 2 weeks + some dev and beta builds.
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SOLVED- B9 Aerospace Problems
Enceos replied to Wyre311's topic in KSP1 Technical Support (PC, modded installs)
You can implement a temporary fix, but creator of B9 does "not recommend using that fix unless you absolutely need HX parts today or tomorrow." -
[1.0.2] TAC Sticky Controls v0.3.1 [24May]
Enceos replied to TaranisElsu's topic in KSP1 Mod Releases
Dear TaranisElsu, could you please integrate this awesome mod with the Toolbar? We would really appreciate an option to show and hide the Sticky Controls window at will. Thank you for this amazing mod, with it I could finally forget about setting flaps action groups and inclination degrees. My flights and landings became so much smoother! Love <3 -
Vessels Spawned With No Stages / No Control.
Enceos replied to Beale's topic in KSP1 Technical Support (PC, modded installs)
There are usually such problems if a capsule or a pod have IVA internals set in their config file, but internals' files are missing or currupted. Do you use any pods from other mods? And please post your output_log.txt from \Kerbal Space Program\KSP_Data -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Enceos replied to Ven's topic in KSP1 Mod Development
Hello Ven, does this mod support latest reflections from Texture Replacer? -
[old thread] Trajectories : atmospheric predictions
Enceos replied to Youen's topic in KSP1 Mod Releases
People need it badly! Visited the thread just to see an option to enable it with FAR. -
Could you please update the download link on the main page.
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[WIN] KSP to DDS texture converter
Enceos replied to Lilleman's topic in KSP1 Tools and Applications
Here are the mods that have hard coded pngs: - Distant Object Enchancement - Contracts Window - Engineer (stock toolbar icon) - Kerbal Flight Indicators - Vanguard Technologies (Ejection module) - PlanetShine - Mission Controller - SCANsat - Targetron - Interstellar (Megajoule and Thermal Helper icons) - Action Groups Extended Those are the addons I had to revert to backups to get the textures right. -
Option to turn on and off ambient lights in VAB SPH.
Enceos replied to Enceos's topic in KSP1 Mods Discussions
If wonder if API allows to tweak this thing. -
I think many of us stumbled upon a challenge of placing lights on the craft beautifully. It's quite hard to achieve a right picture when sun is shining in your face. It would be so damn cool if we could make it night in assembly buildings at will, or much cooler if this option depended on the current time of the day.
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[DEV HALTED][0.90] CIT NodeHelper [v1.1.4, 2015-01-01]
Enceos replied to marce's topic in KSP1 Mod Development
How we lived without it?! Great tool! Amazing! -
Has anyone made a hollow interstage ring base without support inside? Should be good for cosmetic purposes. The default base cross is bad for beauty shots.
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With new career mode and budget management FASA badly needs a reevaluation of the parts. Some parts' cost goes up to a ridiculous amount of 3 millions.
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Diazo, I see part highlight is still in planned features. You might want to learn how Action Group Manager author did it here http://forum.kerbalspaceprogram.com/threads/60593-WIP-ActionGroupManager-%28AGM%29-initial-release That Plugin haven't been updated for a long time, but the highlight worked fine in 0.23
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Enceos replied to erendrake's topic in KSP1 Mod Releases
Hello guys, While using Remote Tech, I found a desperate need to preprogramm my probes before they go out of sight of my comm network. Seems like this mod will fill the gap perfectly. But do I have to tweak something so the commands sent by the k-OS script override the "No connection" remote tech status and actually make the probe do something while it is not connected to the Mission Control? -
Yes, with procedurally generated SS the community will totally break apart. There will be no background story, no myths, no lore for the game. The wiki will only be about orbital mechanics and parts. Watching or reading one's stories of challenge and success will have little to no relation to others. This seed number will break the community into the number of possible seeds. Little to no one will waste his time going through the whole career mode to try repeating what some other person did on some planet in his own universe. The biggest sane thing I see in expanding the current universe is making Kerbol a double star system with everything that you can infer from it.